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improve block placement checks
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@@ -435,7 +435,6 @@ uint8_t isInstantlyMined (PlayerData *player, uint8_t block) {
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// Checks whether the given block has to have something beneath it
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uint8_t isColumnBlock (uint8_t block) {
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return (
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block == B_snow ||
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block == B_moss_carpet ||
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@@ -445,20 +444,29 @@ uint8_t isColumnBlock (uint8_t block) {
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block == B_sand ||
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block == B_torch
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);
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}
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// Checks whether the given block is non-solid
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uint8_t isPassableBlock (uint8_t block) {
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return (
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block == B_air ||
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block == B_water ||
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block == B_snow ||
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block == B_moss_carpet ||
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block == B_short_grass ||
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block == B_dead_bush ||
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block == B_torch
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);
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}
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// Checks whether the given block can be replaced by another block
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uint8_t isReplaceableBlock (uint8_t block) {
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return (
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block == B_air ||
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block == B_water ||
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block == B_short_grass ||
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block == B_snow
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);
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}
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void handlePlayerAction (PlayerData *player, int action, short x, short y, short z) {
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